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Research & DevelopmentGot a well-founded knack with ROM hacking? Love reverse-engineering the Pokémon games? Or perhaps you love your assembly language. This is the spot for polling and gathering your ideas, and then implementing them! Share your hypothesis, get ideas from others, and collaborate to create!

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Please credit the original creators first and myself second if you use these - they did the real hard work; what I did was tedious but far simpler. The major difference between the strings are the pointers involved, but there's also a few minor byte differences here and there. This post will be edited as I port more moves. :)

Thanks for pointing that out! Fixed now. I put BO instead of 4F from testing. Also your earlier Power Gem code didn't work. It froze about half way I'm guessing. Could you just have a look at that? Because it started off pretty well ahahah.

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Haven't studied the whole thread so I don't know if one's been posted, but I can contribute a Shell Smash anim I created a couple of months ago.

I actually really like it. Personally I would have used the rocks breaking from rock smash as opposed to the explosions but it still looks fine. Very dramatic.

I wanted to have more animations done, but looking at some of the moves that are left, it would appear that many of them may need custom backgrounds (A fiery one springs to mind) so they'll be awhile. Especially because i'm terrible at inserting them, so far I've only managed to get one out of four i've tried inserting in correctly. So /shrug.

Is someone going to ultimately compile all of these into a rombase of sorts, so that we lower-level/recreational hackers can also enjoy the new moves (and so more experienced hackers don't need to worry about inserting and repointing each time they start a hack).

Thanks for pointing that out! Fixed now. I put BO instead of 4F from testing. Also your earlier Power Gem code didn't work. It froze about half way I'm guessing. Could you just have a look at that? Because it started off pretty well ahahah.

I wanted to have more animations done, but looking at some of the moves that are left, it would appear that many of them may need custom backgrounds (A fiery one springs to mind) so they'll be awhile. Especially because i'm terrible at inserting them, so far I've only managed to get one out of four i've tried inserting in correctly. So /shrug.

Try the Power Gem on my original post again. I just copied it wrong. Nice Dragon Pulse, but I feel it might look better with palette 00 20 28, but that's just my opinion. Oh yeah! I found my old tilesets, but they looks pretty ugly so I'm going to redo them probably

Is someone going to ultimately compile all of these into a rombase of sorts, so that we lower-level/recreational hackers can also enjoy the new moves (and so more experienced hackers don't need to worry about inserting and repointing each time they start a hack).

That's certainly a possibility, but to be honest it's not the greatest priority at the moment. Because most of these moves are really quite easy to insert. The tutorials themselves are brilliant, so it would seem like a waste to put them all into a patch. Additionally the problem with making it a patch is that the offsets may overwrite the work of a hacker depending on where they put their routines or scripts.

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Try the Power Gem on my original post again. I just copied it wrong. Nice Dragon Pulse, but I feel it might look better with palette 00 20 28, but that's just my opinion. Oh yeah! I found my old tilesets, but they looks pretty ugly so I'm going to redo them probably

Will do! 'm up for changing it because I thought it was a tad dark myself as well, it does fit the purple though. I'll try 20 28 and tell you what I think. Hrm that's a pity I'm sure they were alright. I found a list on Serebii somewhere with all the Gen 4 backgrounds. Give it a google

EDIT: Power Gem looks great. 20 28 not so much. A6 stays. Dragon Pulse is supposed to be a lightish purple, but since I couldn't find one I guess it should stay dark.

Will do! 'm up for changing it because I thought it was a tad dark myself as well, it does fit the purple though. I'll try 20 28 and tell you what I think. Hrm that's a pity I'm sure they were alright. I found a list on Serebii somewhere with all the Gen 4 backgrounds. Give it a google

EDIT: Power Gem looks great. 20 28 not so much. A6 stays. Dragon Pulse is supposed to be a lightish purple, but since I couldn't find one I guess it should stay dark.

I found those a long time ago Personally I think it's too much work to resize them since most of them won't be used.

Thanks. Yeah I was about unsure about 20 28 myself, but I was just looking at the BW animation to yeah it's all good. I also come bearing a gift. A fire background that can scroll in any direction you want :D

I found those a long time ago Personally I think it's too much work to resize them since most of them won't be used.

Thanks. Yeah I was about unsure about 20 28 myself, but I was just looking at the BW animation to yeah it's all good. I also come bearing a gift. A fire background that can scroll in any direction you want :D

The Power Gem posted here doesn't work - it throws an error halfway through the animation.

Because I don't want this post to just saying something here doesn't work, I'll put forth a suggestion - some moves (Cotton Guard's an example that doesn't have an anim here yet) benefit from just taking the animation from other, existing moves, and switching the target to "self" or whatnot. For example, Cotton Guard can be made by using Cotton Spore.

I'll also contribute a Draco Meteor that I have. It could probably do with a palette change, but it should be a decent start.

I tried porting this Dragon Pulse to Ruby, and the game resets when the move is used without even attempting to play any of the animation. To try and check where the error might have been coming from, I tried using the code exactly as you'd typed it (adding in pointers in place of all the xx yy zz's, of course) in Fire Red and while it didn't reset, it played a sound briefly and then froze. D: Is this script simply broken or am I doing something wrong? For reference, the offsets I'm using in both Ruby and Fire Red are 950D6C (script start), 950E10 for XX YY ZZ, and 950E86 for XX2 YY2 ZZ2. I tried different offsets in both games to make sure this wasn't the problem and the attack STILL does not work in either, and I'm at a loss as to what I could be doing wrong. Would you have any suggestions?

I tried porting this Dragon Pulse to Ruby, and the game resets when the move is used without even attempting to play any of the animation. To try and check where the error might have been coming from, I tried using the code exactly as you'd typed it (adding in pointers in place of all the xx yy zz's, of course) in Fire Red and while it didn't reset, it played a sound briefly and then froze. D: Is this script simply broken or am I doing something wrong? For reference, the offsets I'm using in both Ruby and Fire Red are 950D6C (script start), 950E10 for XX YY ZZ, and 950E86 for XX2 YY2 ZZ2. I tried different offsets in both games to make sure this wasn't the problem and the attack STILL does not work in either, and I'm at a loss as to what I could be doing wrong. Would you have any suggestions?

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